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Thanks! I’ll learn that and hopefully it’ll give me some food for thought. Thanks for sharing!
Hey guys! Nice work so far!! I’ve been lurking here for quite a bit. I started working on a video covering all of the tech that I know with my team (Viper/Nova/Strider), I tried to include everything. Optimal corner combo, corner to corner carry combo, a TAC here and there, resets, combos off of throws, mixups on incoming characters. I start most combos with a standing light or a mixup and hit at least 1mil damage. I should have it ready soon! I’m just making sure to record everything that I can think of so I don’t have to make another video >_> I’ll have it posted on my youtube (Spamuselda), but I’ll make sure to link it here if that’s cool with everyone. Hopefully it will inspire some people to try new things with their teams or even use mine =p
Off an up TAC, the best I’ve done is M M H, double jump M M H, light BK feint M H, light BK feint M H, light BK feint H S. I just stole that KBeast Side TAC, also pretty sure that it works with all 3 TAC directions midscreen, I’ve been messing with it. I’ve found it easier to keep it consistent if you do M, H after the second BK feint ( right after the cross-up H, double jump L, L, H). And of course Viper has her infinite off a down TAC in the corner. Hope this helps!
Something really interesting happened with hitstun deterioration the other day when I was playing some random scrub online. When I get a match against someone new who literally mashes buttons such as S while they’re getting combo’d, I decide to be a jerk with Viper and just do c.M - M Thunder Knuckle cancel on hit into another c.M - M Thunder Knuckle all day. Usually, you get up to a 5 or 6 hit combo, then it just resets (they get hit by the whole thing since they’re mashing). However, when the dude’s She-Hulk came out and did her lamppost swing, I caught the startup with c.M, and was able to do c.M - M.TK up to 16 hits! I assumed this was some weird counter-hit thing on She-Hulk’s part, but I couldn’t recreate the situation in training mode. If only Marvel had replays. Anybody know what this could be, or if I’m late to the party and this had been discovered already?
I was intrigued after reading this. I tried testing it out too, the 3rd cr.M (5th hit in the combo) doesn’t even leave enough hitstun for the next M.TK to hit. Tried counter-hitting she-hulk’s back H at different times, messing with combo timing, nothing got passed 5. I can consistently get 6 by doing standing H into m.TK. Was there maybe an assist caught in the string of hits?
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i run spidey viper doom and have that team settled pretty nicely, but for my secondary i wanna run viper mag dante anyone wanna put some input in for that teams assists and why that setup is best?
viper, mags, dante is team KBEAST check out some of his footage
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my new viper concept team… still working on my spencer because im ass with him right but the damage is nice though
Nope, definitely no assist caught in the string. The combo went on for literally like seven seconds, at the time I thought I might have triggered an infinite or something. I REALLY want to get this to work again and figure out what caused this interesting exception of HSD.
anyone know if magneto could get a relaunch for c.viper if you did something like dash ( press mag assist while dashing) , otg seismo xx tiger kneed hard burn kick ( beam hits between the seismo and burn kick) . i cant get to the game any time soon so i cant test it myselft
I just use LMH call magsxxM TK feint H TK into staircase loop.
Doesn’t work anymore unless there’s very little hitstun. But in that situation you can relaunch assistless, so it’s basically obsolete. Still usable for other combo extensions and a good neutral assist though.
since i already have sentinel for neutral game do you think i could get away with magneto hyper grav assist? i really dont want to attempt to staircase loop online T_T
Just do stuff into m tk (feint on hit), st.m + disruptor, st.h xx m tk (feint on hit), disruptor hits, st.s (1 hit) xx l seismo box dash air hs, st.m, st.h, s, sj.mmh, dj.mmhs, l seismo xx burst time. This basically does the same damage as an assisted relaunch and isn’t hard to pull off at all. A common error is that an assisted relaunch gives viper the best damage or is even necessary. In fact the way vipers damage scaling and scaling in this game in general works, the first ten hits in her combos are the most damaging, so most of the time you’re even better off using an assist to extend her ground series before the first launcher. If you do that and sent is still available, you can call sent during the launcher and end your aur series with h bk instead of air s, let the opponent fall into the drones, do grounded h bk, st.s (1 hit) xx burst time for stupid damage and meter gain. Long story short: hyper grav doesn’t give you much more damage than disruptor, but sucks for neutral. Of course you can play viper with drones only as it is an insanely good assist, but that way you will play an even more hit and run style consisting of call drones, protect sent with seismos and lasers, go in when drones are out and start to back off again if you didn’t manage to open up the opponent. Rinse n repeat. With a fast, vertikal assist like disruptor you can shift from turtling to offense way faster and it also closes gaps in you’re offense if you’re already in, helps to negate pushblock, etc… It also helps in certain matchups where sent drones just get blown up like magneto, hawkeye, doom and so on, plus it counters the opponents own sent drones and doom missiles calls very well if he has them.
Hey guys, am trying out Vergil at the moment for my Viper/xxx/Strider team at the moment, and was wondering if anyone could fill me in on a couple of things. Firstly, what are the best combo extenders to do after a combo using Vergil’s assist.
Also, from watching DrewGrimey I have figured out what I think is his DHC combo from burst time into Vergil as follows:
QCF+L (hold L), Helm Breaker, Release L, cr. H, QCF+L (hold L), DP+M, cr.H, F+H, Release L, Cr.H xx QCF+L (hold L), Cr. H xx DP+M, DF+H xx QCF+AA
But I seem to be having trouble getting the first DP+M after the second QCF+L. Is there something I am missing here or do I just need to grind it out more?
You have to connect the cr.H lower to the ground so that the following qcf+L applies more hits and makes the opponent fly higher for the following DP+M (you can add another cr.H before that) to connect.
Time to learn dis character
Is there anyway to relaunch with viper and rapid slash after her normal seismo bnb? *not at the start like midway